G'day, what are the core fundamental rules that designing the layout/item placement of a deathmatch map should try to follow? (Aka What to avoid at all costs, how a levels layout should aim to be, what makes a genuinely fun map.) Working on my first Doom project, a themed Deathmatch Megawad and looking to make sure all maps in it follow a core design ruleset that ensures they are as fun as possible. looking to compile all these suggestions/rules as things to follow and make sure my maps do & not do. want the most fun map design possible!